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		<p class="inheritance" translate="no"><a href="EventDispatcher.html">EventDispatcher</a> → <a href="Material.html">Material</a> → </p>
	<h1 translate="no">MeshDistanceMaterial</h1>
		<section>
			<header>
				<div class="class-description"><p>A material used internally for implementing shadow mapping with
point lights.</p>
<p>Can also be used to customize the shadow casting of an object by assigning
an instance of <code>MeshDistanceMaterial</code> to <a href="Object3D.html#customDistanceMaterial">Object3D#customDistanceMaterial</a>.
The following examples demonstrates this approach in order to ensure
transparent parts of objects do not cast shadows.</p></div>
			</header>
			<article>
				<div class="container-overview">
					<h2>Constructor</h2>
					<h3 class="name name-method" id="MeshDistanceMaterial" translate="no">new <a href="#MeshDistanceMaterial">MeshDistanceMaterial</a><span class="signature">( parameters : <span class="param-type">Object</span> )</span> </h3>
					<div class="method">
						<div class="description">
							<p>Constructs a new mesh distance material.</p>
						</div>
						<table class="params">
							<tbody>
								<tr>
									<td class="name">
										<strong>parameters</strong>
									</td>
									<td class="description last">
										<p>An object with one or more properties
defining the material's appearance. Any property of the material
(including any property from inherited materials) can be passed
in here. Color values can be passed any type of value accepted
by <a href="Color.html#set">Color#set</a>.</p>
									</td>
								</tr>
							</tbody>
						</table>
					</div>
				</div>
				<h2 class="subsection-title">Properties</h2>
				<div class="member">
					<h3 class="name" id="alphaMap" translate="no">.<a href="#alphaMap">alphaMap</a><span class="type-signature"> : <a href="Texture.html">Texture</a></span> </h3>
					<div class="description">
						<p>The alpha map is a grayscale texture that controls the opacity across the
surface (black: fully transparent; white: fully opaque).</p>
<p>Only the color of the texture is used, ignoring the alpha channel if one
exists. For RGB and RGBA textures, the renderer will use the green channel
when sampling this texture due to the extra bit of precision provided for
green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
luminance/alpha textures will also still work as expected.</p>
						<p>Default is <code>null</code>.</p>
					</div>
				</div>
				<div class="member">
					<h3 class="name" id="displacementBias" translate="no">.<a href="#displacementBias">displacementBias</a><span class="type-signature"> : number</span> </h3>
					<div class="description">
						<p>The offset of the displacement map's values on the mesh's vertices.
The bias is added to the scaled sample of the displacement map.
Without a displacement map set, this value is not applied.</p>
						<p>Default is <code>0</code>.</p>
					</div>
				</div>
				<div class="member">
					<h3 class="name" id="displacementMap" translate="no">.<a href="#displacementMap">displacementMap</a><span class="type-signature"> : <a href="Texture.html">Texture</a></span> </h3>
					<div class="description">
						<p>The displacement map affects the position of the mesh's vertices. Unlike
other maps which only affect the light and shade of the material the
displaced vertices can cast shadows, block other objects, and otherwise
act as real geometry. The displacement texture is an image where the value
of each pixel (white being the highest) is mapped against, and
repositions, the vertices of the mesh.</p>
						<p>Default is <code>null</code>.</p>
					</div>
				</div>
				<div class="member">
					<h3 class="name" id="displacementScale" translate="no">.<a href="#displacementScale">displacementScale</a><span class="type-signature"> : number</span> </h3>
					<div class="description">
						<p>How much the displacement map affects the mesh (where black is no
displacement, and white is maximum displacement). Without a displacement
map set, this value is not applied.</p>
						<p>Default is <code>0</code>.</p>
					</div>
				</div>
				<div class="member">
					<h3 class="name" id="isMeshDistanceMaterial" translate="no">.<a href="#isMeshDistanceMaterial">isMeshDistanceMaterial</a><span class="type-signature"> : boolean</span> <span class="type-signature">(readonly) </span></h3>
					<div class="description">
						<p>This flag can be used for type testing.</p>
						<p>Default is <code>true</code>.</p>
					</div>
				</div>
				<div class="member">
					<h3 class="name" id="map" translate="no">.<a href="#map">map</a><span class="type-signature"> : <a href="Texture.html">Texture</a></span> </h3>
					<div class="description">
						<p>The color map. May optionally include an alpha channel, typically combined
with <a href="Material.html#transparent">Material#transparent</a> or <a href="Material.html#alphaTest">Material#alphaTest</a>.</p>
						<p>Default is <code>null</code>.</p>
					</div>
				</div>
				<h2 class="subsection-title">Source</h2>
				<p>
					<a href="https://github.com/mrdoob/three.js/blob/master/src/materials/MeshDistanceMaterial.js" translate="no" target="_blank" rel="noopener">src/materials/MeshDistanceMaterial.js</a>
				</p>
			</article>
		</section>
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